Difference between revisions of "Anti-Demoman strategy"
m (→Primary) |
(Added some things, removed some obvious things, added my own strategy.) |
||
Line 12: | Line 12: | ||
| align="center" valign="center" style="padding:0.5em" | [[File:Demoman_badge_RED.png|40px]] [[Classes|Role]] | | align="center" valign="center" style="padding:0.5em" | [[File:Demoman_badge_RED.png|40px]] [[Classes|Role]] | ||
| | | | ||
− | * The Demoman is strong on defense, so he may stay behind in the part the map he is defending, and not chase enemies as vigorously as other classes would. He is also particularly powerful in mid-range combat, so close | + | * The Demoman is strong on defense, so he may stay behind in the part the map he is defending, and not chase enemies as vigorously as other classes would. He is also particularly powerful in mid-range combat, so keep close to avoid the majority of his damage. The Demoman is also one of the best classes for demolitions, and can wipe out most buildings with ease. |
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | [[File:Leaderboard_class_medic.png|40px]] [[Health]] | | align="center" valign="center" style="padding:0.5em" | [[File:Leaderboard_class_medic.png|40px]] [[Health]] | ||
Line 26: | Line 26: | ||
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]] | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]] | ||
| | | | ||
− | * The Demoman is quite deadly when using his primary and secondary weapons, but the projectiles are fired in an arc, which can make it difficult to aim for some Demomen. Getting close to him and avoiding his projectiles will make it easier for you to kill him. | + | * The Demoman is quite deadly when using his primary and secondary weapons, but the projectiles are fired in an arc, which can make it difficult to aim for some Demomen. Getting close to him and avoiding his projectiles will make it easier for you to kill him, and if he continues to use his explosives he might take major self-damage, giving you an advantage. |
* Certain Demomen with a shield and melee weapon will usually attempt to charge at players, killing them with the critical hit that is granted near the end of the charge. Avoid their large melee range and the charge, attacking him when he is at a normal pace. | * Certain Demomen with a shield and melee weapon will usually attempt to charge at players, killing them with the critical hit that is granted near the end of the charge. Avoid their large melee range and the charge, attacking him when he is at a normal pace. | ||
|} | |} | ||
Line 38: | Line 38: | ||
== Melee loadout == | == Melee loadout == | ||
− | Alternatively, a Demoman can charge around the battlefield with one of many dangerous melee weapons and a damage-reducing shield, which can be seen attached to his left arm if he has it in his loadout. When carrying the shield, the Demoman can use its charge ability to close a surprising distance in a short time and deal [[critical hit]] damage (keep in mind that a Crit from a Demoman's melee weapon will, depending on loadout, instantly kill any class apart from the Soldier and the Heavy, even when | + | Alternatively, a Demoman can charge around the battlefield with one of many dangerous melee weapons and a damage-reducing shield, which can be seen attached to his left arm if he has it in his loadout. When carrying the shield, the Demoman can use its charge ability to close a surprising distance in a short time and deal [[critical hit]] damage (keep in mind that a Crit from a Demoman's melee weapon will, depending on loadout, instantly kill any class apart from the Soldier and the Heavy, even when [[overheal]]ed. Unfortunately,With the [[Splendid Screen]] equipped, the Demoman use charge damage at any range, and then use an additional critical melee hit. This enables him to instantly kill almost any class, and makes him highly dangerous.) The best way to avoid this would be to interrupt his charge, or only attack when you are certain his charge is cooling down.If the Demoman completes a charge, or if he is stopped by use of explosives or movement-impairing attacks ([[slowdown]], [[stun]], [[compression blast]], etc.), he must wait for it to recharge before he can use it again. The turning power of the Demoman during a charge is also very limited, so the easiest choice for avoiding damage from him is to get out of his way. The best way to handle this style of Demoman is to attack him from a distance, try to evade or interrupt his charge attack, and take advantage of the recharge time between these attacks. Avoid engaging in hallways and other narrow areas that give you very little room to maneuver. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Be aware that a shield-carrying Demoman may also still carry a Grenade Launcher. Engaging at close range is not recommended. |
Try and bait the Demoman into activating his charge, and do whatever you can to avoid it: airblast him back, launch him into the air with your rockets or stun him with the Sandman. When he's helpless, backpedal out of his melee range and start blasting him. Your should be using a bullet weapon, as a Demoman with one of the shields has no bonus resistance to bullets, so these do normal damage. | Try and bait the Demoman into activating his charge, and do whatever you can to avoid it: airblast him back, launch him into the air with your rockets or stun him with the Sandman. When he's helpless, backpedal out of his melee range and start blasting him. Your should be using a bullet weapon, as a Demoman with one of the shields has no bonus resistance to bullets, so these do normal damage. | ||
+ | |||
== Weapon-specific == | == Weapon-specific == | ||
Line 57: | Line 58: | ||
* A Demoman's grenades can bounce over cover and around corners, so don't rely as heavily on cover when fighting a Demoman using his Grenade Launcher. | * A Demoman's grenades can bounce over cover and around corners, so don't rely as heavily on cover when fighting a Demoman using his Grenade Launcher. | ||
* When firing the launcher and hitting at close range, the Demoman will likely get hit by his own grenade's explosion, dealing splash damage to himself. If you cannot avoid damage or death, stay close so the Demoman suffers as well. | * When firing the launcher and hitting at close range, the Demoman will likely get hit by his own grenade's explosion, dealing splash damage to himself. If you cannot avoid damage or death, stay close so the Demoman suffers as well. | ||
+ | * The Grenade Launcher has a fairly slow projectile speed and a fairly large arc to account for, use this information when attempting to dodge a firing Demoman. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Loch-n-Load}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Loch-n-Load}} | ||
Line 89: | Line 91: | ||
| | | | ||
* The Stickybomb Launcher is more difficult to use at close range due to the lengthy arming time, but be careful anyway, because stickybombs have a large splash radius. | * The Stickybomb Launcher is more difficult to use at close range due to the lengthy arming time, but be careful anyway, because stickybombs have a large splash radius. | ||
− | * The Stickybomb Launcher has a long reload time. Avoid the stickybombs he fires at you, and attack the Demoman when he needs to reload. | + | * The Stickybomb Launcher has a very long reload time. Avoid the stickybombs he fires at you, and attack the Demoman when he needs to reload. |
− | * | + | * Demoman are known for their ability to "camp" an area by placing stickies in a hard to see spot, and then detonate them when an enemy approaches. Once the Demoman has detonated his group of stickies, he will have to place them again, giving you a prime opportunity to advance and overwhelm him. Keep in mind the long reload time and how they will be engrossed in the spot they are laying traps, it will be easy to sneak up on them. |
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scottish Resistance}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Scottish Resistance}} | ||
| | | | ||
− | * The Scottish Resistance is not well suited for direct combat, but can be used to set up multiple traps. Be careful when you encounter the stickybombs of this weapon; they are likely not the only cluster you will have to deal with. | + | * The Scottish Resistance is not well suited for direct combat because of it's long arm time, but can be used to set up multiple traps. Be careful when you encounter the stickybombs of this weapon; they are likely not the only cluster you will have to deal with. |
* A Demoman using the Scottish Resistance is often heavily focused on his stickybombs; this makes him highly susceptable to ambush, either from behind or from long distances. | * A Demoman using the Scottish Resistance is often heavily focused on his stickybombs; this makes him highly susceptable to ambush, either from behind or from long distances. | ||
* There is a possibility that there will be a bomb virtually anywhere you may tread, counter this by staying immobile and only moving when fired upon by the Demoman. | * There is a possibility that there will be a bomb virtually anywhere you may tread, counter this by staying immobile and only moving when fired upon by the Demoman. | ||
+ | * Be wary, even if you don't see a Demoman nearby he can still see the outlines of The Scottish Resistance Stickies through walls. He can detonate any group, at any time, from any place. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sticky Jumper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Sticky Jumper}} | ||
| | | | ||
* Although the Sticky Jumper wasn't meant for gameplay, a creative Demoman might use this to get to higher grounds and ambush enemies with his other weapons. | * Although the Sticky Jumper wasn't meant for gameplay, a creative Demoman might use this to get to higher grounds and ambush enemies with his other weapons. | ||
+ | * Demomen with the Sticky Jumper can escape quickly, especially if they have already laid the stickies out for when they retreat. Keep in mind that a Sticky Jumper Demoman can arrive at most places in the map quickly without losing too much health. | ||
+ | |- | ||
+ | |} | ||
+ | ====Charge Weapons==== | ||
+ | *Instead of using his default explosives, the Demoman can instead employ a shield that gives him the ability to rush at opponents, giving him not only increased damage resistances, but also a guaranteed critical melee hit. | ||
+ | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
+ | ! class="header" colspan="1" width="200"| Weapon | ||
+ | ! class="header" colspan="1" width="800"| Anti-Demoman strategy | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}} | ||
Line 114: | Line 125: | ||
* The Splendid Screen gives a Demoman resistance to fire and explosion damage, though not as much as the Chargin' Targe. Still, damage him with bullets for maximum effectiveness. | * The Splendid Screen gives a Demoman resistance to fire and explosion damage, though not as much as the Chargin' Targe. Still, damage him with bullets for maximum effectiveness. | ||
* The Splendid Screen can deal impact damage at any range; keep your distance and try not to engage him in close combat, or else you may suffer a nasty surprise charge. | * The Splendid Screen can deal impact damage at any range; keep your distance and try not to engage him in close combat, or else you may suffer a nasty surprise charge. | ||
+ | * The increased charge damage on the Splendid Screen will give the Demoman an added edge when charging you, giving him enough damage to take out almost every class. | ||
|- | |- | ||
|} | |} | ||
Line 126: | Line 138: | ||
<br />'''[[Bottle]]''' / '''[[Frying Pan]]''' / '''[[Saxxy]]''' / '''[[Scottish Handshake]]''' / '''[[Conscientious Objector]]''' | <br />'''[[Bottle]]''' / '''[[Frying Pan]]''' / '''[[Saxxy]]''' / '''[[Scottish Handshake]]''' / '''[[Conscientious Objector]]''' | ||
| | | | ||
− | * A Demoman may use the Bottle | + | * A Demoman may use the Bottle as a last resort at close range. Since the Demoman's speed is below average, back up while attacking him if he is chasing you with this weapon. |
+ | * Keeping close should resort in the Demoman taking out his melee weapon, as he does not want to inflict self-damage from his explosives. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{icon item|Eyelander|100px}} {{icon item|Horseless Headless Horsemann's Headtaker|100px}} {{icon item|Nessie's Nine Iron|100px}} | | align="center" valign="center" style="padding:0.5em" | {{icon item|Eyelander|100px}} {{icon item|Horseless Headless Horsemann's Headtaker|100px}} {{icon item|Nessie's Nine Iron|100px}} | ||
<br />'''[[Eyelander]]''' / '''[[Horseless Headless Horsemann's Headtaker]]''' / '''[[Nessie's Nine Iron]]''' | <br />'''[[Eyelander]]''' / '''[[Horseless Headless Horsemann's Headtaker]]''' / '''[[Nessie's Nine Iron]]''' | ||
| | | | ||
− | * Demomen wielding this melee weapon gain a health and speed bonus upon every kill done by the weapon (known as "taking heads") | + | * Demomen wielding this melee weapon gain a health and speed bonus upon every kill done by the weapon (known as "taking heads").When a Demoman pulls out this weapon, back up immediately, so that the extended melee range doesn't catch you off guard. |
* Demomen will often use this weapon and a shield at the same time, to charge unsuspecting foes and kill them with the critical hit the charge can provide. Don't idle when these Demomen come into view. Try to strafe away from a charge, as backing up may not be enough to escape the extended range of the Demoman's weapon. | * Demomen will often use this weapon and a shield at the same time, to charge unsuspecting foes and kill them with the critical hit the charge can provide. Don't idle when these Demomen come into view. Try to strafe away from a charge, as backing up may not be enough to escape the extended range of the Demoman's weapon. | ||
* If caught within this weapon's range, it might be better to fight the Demoman than fleeing from him; the weapon's large melee range along with the possiblity the Demoman has collected heads makes escape futile. Being a Heavy, Soldier or Demoman does not help matters, either. | * If caught within this weapon's range, it might be better to fight the Demoman than fleeing from him; the weapon's large melee range along with the possiblity the Demoman has collected heads makes escape futile. Being a Heavy, Soldier or Demoman does not help matters, either. | ||
** As this weapon cannot perform random critical hits, you may have an advantage if you are forced into close combat with a Demoman wielding one (provided your weapon can randomly crit). | ** As this weapon cannot perform random critical hits, you may have an advantage if you are forced into close combat with a Demoman wielding one (provided your weapon can randomly crit). | ||
+ | * Because of the added bonus with each head the Demoman takes, he will sometimes be willing to do whatever he can to earn heads. This may give you a advantage, because they may desperately attack before they are ready. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scotsman's Skullcutter}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Scotsman's Skullcutter}} | ||
Line 143: | Line 157: | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Claidheamh Mòr}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Claidheamh Mòr}} | ||
| | | | ||
− | * A Demoman wielding the Claidheamh Mòr will often equip a shield as well, to make use of the sword's only positive attribute: | + | * A Demoman wielding the Claidheamh Mòr will more than often equip a shield as well, to make use of the sword's only positive attribute: extending the shield charge by half of a second. This makes it easy to misjudge the range of the Demoman's charge while he wields the Claidheamh Mòr, so try to take cover behind an obstacle in order to prevent this from becoming a problem. |
* Even though Demoman cannot collect heads nor perform random critical hits with the Claidheamh Mòr, he only loses 15 of his maximum HP when equipped with it. Continue to heed caution when fighting this Demoman up close. | * Even though Demoman cannot collect heads nor perform random critical hits with the Claidheamh Mòr, he only loses 15 of his maximum HP when equipped with it. Continue to heed caution when fighting this Demoman up close. | ||
|- | |- | ||
Line 157: | Line 171: | ||
* A Demoman using a Chargin' Targe in conjunction with this weapon can close the distance between you quickly and may get a Critical hit if he was far enough. Beware of Demomen using this combination. | * A Demoman using a Chargin' Targe in conjunction with this weapon can close the distance between you quickly and may get a Critical hit if he was far enough. Beware of Demomen using this combination. | ||
* If you cannot avoid being struck by a Demoman's Ullapool Caber, do as much damage as you can before he hits you, so that he ends up dying from either the blast or the fall caused by being sent skyward from the blast. | * If you cannot avoid being struck by a Demoman's Ullapool Caber, do as much damage as you can before he hits you, so that he ends up dying from either the blast or the fall caused by being sent skyward from the blast. | ||
+ | * Because of it's massive self-damage, the Demoman may only take the Ullapool Caber out when he is near death. This is a sign that you may only need one more shot to take him out. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}} | ||
Line 169: | Line 184: | ||
* A Demoman with the Persian Persuader and the Splendid Screen is a formidible close-combat foe that can close the distance between you quickly and painfully. Attack him from a distance and anticipate his charges; if you can, lure him into a trap set up by your teammates. | * A Demoman with the Persian Persuader and the Splendid Screen is a formidible close-combat foe that can close the distance between you quickly and painfully. Attack him from a distance and anticipate his charges; if you can, lure him into a trap set up by your teammates. | ||
* The Persian Persuader can convert all ammo into health, so when you attack try to slay him before he gets ammo. Try to get him cornered, so he is defenseless and not able to get ammo. | * The Persian Persuader can convert all ammo into health, so when you attack try to slay him before he gets ammo. Try to get him cornered, so he is defenseless and not able to get ammo. | ||
+ | * Although a Demoman with this will have an easier time getting Health, he will have difficulty getting ammo and his grenades and stickies will be less of a threat. | ||
|- | |- | ||
|} | |} | ||
Line 183: | Line 199: | ||
<br />[[Item sets#Demoman|'''The Expert's Ordnance''']] | <br />[[Item sets#Demoman|'''The Expert's Ordnance''']] | ||
| | | | ||
− | * A Demoman using this class pack will also have a 10% resistance to fire damage, so try to use weapons using explosives or bullets against him instead. | + | * A Demoman using this class pack will also have a 10% resistance to fire damage, so try to use weapons using explosives or bullets against him instead ( If using the [[Chargin' Targe]], the Demoman will have an even larger resistance to fire.) |
|- | |- | ||
|} | |} |
Revision as of 00:59, 14 February 2012
“ | Drunk on the battlefield ain't no way to be, son.
Click to listen
— The Engineer
|
” |
The Demoman is a versatile class, sporting above-average health and devastating weaponry. When formulating tactics to use against another player, one can usually depend on the roles of most classes in the game not changing dramatically as a result of equipment loadout. The Demoman, however, is capable of two vastly different, loadout-dependent playstyles. A Demoman can opt for an explosive-oriented playstyle with a Stickybomb Launcher or a melee-oriented playstyle with a shield like the Chargin' Targe or the Splendid Screen. When engaging a Demoman, the difference between loadouts is big enough to make it just as critical to observe what he is carrying as it is to observe the class he is playing.
Contents
General
Attributes | Anti-Demoman strategy |
---|---|
Role |
|
Health |
|
Speed |
|
Power |
|
Explosive loadout
With devastating weaponry that is capable of dealing high damage over a large area, it is generally best to engage the explosive-based Demoman at close range due to the nature of his weapons. While powerful, the Demoman's Grenade Launcher can be more difficult to aim than the weapons of other classes, and is hardest to aim when the enemy is not moving toward him in a straight line. The arming time required for his stickybombs gives him difficulty in immediate response, so catching him by surprise works greatly in your favor. Both weapons also require a relatively long time to reload. As a result of this loadout, he is usually very vulnerable at close range and is at risk of hurting himself with splash damage. Pursuing a Demoman who is equipped with a Stickybomb Launcher can be very dangerous, and requires careful consideration of whether he will or will not be able to kill you with a stickybomb trap in the area ahead.
Soldiers, Pyros and Scouts are the most likely to kill all but the most experienced Demomen. For one, Demomen are notoriously poor in the air; they can fire but their accuracy with the Grenade Launcher is hugely reduced, and their Sticky output becomes a lot more predictable. It is therefore in your advantage to do whatever you can in the air. Soldiers need only hit one direct rocket and maybe one more splash rocket, and they can finish the Demoman with their Shotgun- it never misses as long as your crosshair is targetting the Demo. They also are highly susceptible to Weapon heckling- most effective as a Pyro. If you quickly ignite a Demomen, he will instinctively turn to his Grenade Launcher to pelt you with explosives. Retreat and fire Shotgun shells at him. As he switches to his Sticky Launcher, switch to your Flamethrower and close in, reflecting his bombs back at him, and finish him. Scouts have even less trouble, as the Demoman's explosive are incredibly hard to aim; simply double (or triple if you have the Atomizer) jump over his head and fire repeatedly.
Melee loadout
Alternatively, a Demoman can charge around the battlefield with one of many dangerous melee weapons and a damage-reducing shield, which can be seen attached to his left arm if he has it in his loadout. When carrying the shield, the Demoman can use its charge ability to close a surprising distance in a short time and deal critical hit damage (keep in mind that a Crit from a Demoman's melee weapon will, depending on loadout, instantly kill any class apart from the Soldier and the Heavy, even when overhealed. Unfortunately,With the Splendid Screen equipped, the Demoman use charge damage at any range, and then use an additional critical melee hit. This enables him to instantly kill almost any class, and makes him highly dangerous.) The best way to avoid this would be to interrupt his charge, or only attack when you are certain his charge is cooling down.If the Demoman completes a charge, or if he is stopped by use of explosives or movement-impairing attacks (slowdown, stun, compression blast, etc.), he must wait for it to recharge before he can use it again. The turning power of the Demoman during a charge is also very limited, so the easiest choice for avoiding damage from him is to get out of his way. The best way to handle this style of Demoman is to attack him from a distance, try to evade or interrupt his charge attack, and take advantage of the recharge time between these attacks. Avoid engaging in hallways and other narrow areas that give you very little room to maneuver. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Be aware that a shield-carrying Demoman may also still carry a Grenade Launcher. Engaging at close range is not recommended.
Try and bait the Demoman into activating his charge, and do whatever you can to avoid it: airblast him back, launch him into the air with your rockets or stun him with the Sandman. When he's helpless, backpedal out of his melee range and start blasting him. Your should be using a bullet weapon, as a Demoman with one of the shields has no bonus resistance to bullets, so these do normal damage.
Weapon-specific
A list of useful tidbits about the Demoman's tools, and how to counter them:
Primary
Weapon | Anti-Demoman strategy |
---|---|
Grenade Launcher |
|
Loch-n-Load |
|
Ali Baba's Wee Booties/Bootlegger |
|
Secondary
Trap weapons
- Stickybombs can be destroyed by bullet-based weapons and melee weapons (the latter option is rarely advised). Shoot them before they all explode to prevent or minimize damage.
- Using an explosive weapon or a compression blast around corners can dislodge enemy stickybombs, revealing them before it's too late.
- Killing a Demoman will automatically remove all his stickybombs; taking out a Demoman using his Stickybomb Launcher can aid your team's attack or defense.
Weapon | Anti-Demoman strategy |
---|---|
Stickybomb Launcher / Festive Stickybomb Launcher |
|
Scottish Resistance |
|
Sticky Jumper |
|
Charge Weapons
- Instead of using his default explosives, the Demoman can instead employ a shield that gives him the ability to rush at opponents, giving him not only increased damage resistances, but also a guaranteed critical melee hit.
Weapon | Anti-Demoman strategy |
---|---|
Chargin' Targe |
|
Splendid Screen |
|
Melee
Weapon | Anti-Demoman strategy |
---|---|
|
|
|
|
Scotsman's Skullcutter |
|
Claidheamh Mòr |
|
Pain Train |
|
Ullapool Caber |
|
Half-Zatoichi |
|
Persian Persuader |
|
Item set effects
Set | Anti-Demoman strategy |
---|---|
|
See also
|